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Frontal Assault

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Published 6 June 2018 |Star Wars: Legion

Frontal Assault

Announcing the E-Web Heavy Blaster Team Unit Expansion for Star Wars: Legion

"Imperial troops have entered the base!"
   –Echo Base alarm, Star Wars: The Empire Strikes Back

Fantasy Flight Games is happy to announce the E-Web Heavy Blaster Team Unit Expansion for Star Wars™: Legion!

Order your own copy of the E-Web Heavy Blaster Team Unit Expansion at your local retailer or online through our website today!

Imperial troops are known for their relentless assaults, pressing the attack even in the face of the strongest Rebel resistance. But when the Empire really wants to bring the fight to the Rebels, it calls in its heavy blaster teams. Bridging the gap between lightly armed trooper units and the heavy AT-ST, an E-Web Heavy Blaster Team gives you even more options for rounding out your Imperial army.

The E-Web Heavy Blaster Team Unit Expansion expands the possibilities for your games of Star Wars: Legion with an unpainted, easily assembled E-Web Heavy Blaster Team miniature that you can field as a support unit. Additionally, three upgrade cards let you customize your heavy blaster team, improving its communications or modifying its power generator to create new ways to attack.

You can look for both the E-Web Heavy Blaster Team Unit Expansion and the 1.4 FD Laser Cannon Team Unit Expansion  at your local retailer in the third quarter of 2018. For a closer look at the 1.4 FD Laser Cannon Team Unit Expansion, click here!

Heavy Fire

The addition of an E-Web Heavy Blaster Team to your Imperial forces immediately gives you new options when selecting the support units that will join your ground troops. While 74-Z speeder bikes whip across the battlefield with lightning speed in an attempt to flank or strafe the enemy, an E-Web team takes a decidedly direct approach, raining heavy fire upon any units that dare approach.

Among Imperial units, an E-Web Heavy Blaster Team is only surpassed by the AT-ST in terms of raw firepower. The heavy blaster rolls a red, two black, and two white attack dice, all for significantly fewer points than the walker. Better still, an E-Web Heavy Blaster Team won’t lose any attack dice as it takes wounds, unlike the more frail corps units.

But an E-Web heavy blaster is a heavy piece of equipment. Between their thick armor, the heavy blaster itself, and its generator, the team moves at a plodding pace. Already limited to using the shortest of Star Wars: Legion’s jointed movement tools, the E-Web Heavy Blaster Team can only perform one move action during its activation, and it cannot move and fire during the same activation.

This may seem like a serious limitation, but it frees the E-Web team to move and take the standby action during its activation. Thanks to the Sentinel keyword extending its standby range to three, a well-positioned E-Web Heavy Blaster Team still has the opportunity to attack—or at least make opposing units think twice before coming within range. A strategically placed E-Web Heavy Blaster Team can lay down the covering fire your other troopers need to move in and secure key positions on the battlefield.


The E-Web Heavy Blaster Team uses its Reposition ability to perform a free pivot after moving, bringing the Rebel Troopers into its front arc!

The E-Web team’s position is even more important when you consider that its attack are fixed to its front arc, making it vulnerable to flanking maneuvers by enemy units. The team isn’t totally out of luck if a Rebel unit manages to get the drop on them, though. They can always use their E-11 blaster rifles to return fire with two white attack dice. Still, if you've laid your plans correctly, this won't be too much of an issue, as the E-Web heavy blaster is surprisingly maneuverable once it’s in place. It can fully pivot when needed and can even reposition itself immediately before or after moving, ensuring that it will not easily be caught unawares.

Like the 1.4 FD Laser Cannon Team Unit Expansion, the E-Web Heavy Blaster Team also features upgrades that allow you to modify the blaster’s power generator however you see fit. If you anticipate facing waves of foot soldiers, a Barrage Generator can give you the suppressive fire you need to pin them in place. If enemy vehicles are headed your way, on the other hand, you can equip an Overcharged Generator to give the E-Web the power it needs to crack through their armor. Finally, being in close contact with headquarters is always important and an HQ Uplink can help keep the E-Web Heavy Blaster Team in the loop with your army’s plans at crucial moments.

Imperial Strength

With an E-Web Heavy Blaster Team in your army, you can show your enemies the true power of the Empire. Assemble your blaster teams and bring the fight to the Rebel doorstep!

Pre-order the E-Web Heavy Blaster Team Unit Expansion  (SWL15) at your local retailer or online through our webstore today, and look for it—along with the 1.4 FD Laser Cannon Team Unit Expansion  (SWL14) to release in the third quarter of 2018!

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Heroes of Terrinoth

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Published 6 June 2018 |Heroes of Terrinoth

Heroes of Terrinoth

Announcing a Cooperative Card Game in the Realm of Terrinoth

The spirits have given me a map that only I can read. I already know the way.
   –Ashrian

Order your own copy of Heroes of Terrinoth at your local retailer or online through our website today!

Terrinoth needs champions.

An ancient Bloodguard sows discord in the Free Cities, the dead rise from their graves in the Mistlands, and the realm turns its eyes to you in search of a savior. Here, you have the chance to embody one of Terrinoth’s greatest heroes and venture into the depths of treacherous dungeons to confront the dangers that lurk beyond the reaches of the light. You'll battle terrible monsters, discover untold riches, and earn fame and fortune throughout the realm. The danger is great, but the adventure of a lifetime awaits!

Fantasy Flight Games is proud to announce Heroes of Terrinoth, now available for pre-order at your local retailer or online through our website!

Warriors of Mennara 

Heroes of Terrinoth is a cooperative card game of questing and adventure that invites you and up to three allies to take on the role of unique heroes, choosing from twelve distinct and powerful heroes, split between four archetypes—healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows. Regardless of which archetype and class you embrace, you and your friends must combine your powers, leaning on one another’s strengths to survive your journeys and defeat the enemies who stand against you. Over the course of eight thrilling quests, you will face villainous foes, battle deadly creatures, and save the realm!

If you have any hope of surviving the desperate task before you, you will need to forge a mighty party of adventurers. You may call upon a skilled scout to track your enemies’ movements or a warrior to make quick work of a goblin horde. A healer’s unquestionable skill in the mending arts will doubtless come in handy as your battles take their tolls, and a mage’s link to the arcane may prove invaluable when you must think on your feet. On top of their quest specialization, each hero has a unique ability that offers them an edge, and with each new quest your band plays, you will gain experience, learn new abilities, and discover equipment to help you overcome future challenges. And that's a good thing, because the threats to the realm gather strength with each passing day.

Embark on New Quests

Once you have gathered your team of heroes, you are ready to set out for new adventures in Mennara. Heroes of Terrinoth provides you with eight quests to choose from, where you may be tasked with saving townsfolk, slaying a powerful beast, or recovering a priceless artifact. Each quest sheet provides you with new objectives, as well as the distinct setup and story-specific rules that ensure no two adventures are the same.

Your adventures begin in “The Goblin Problem.” You’ve traveled a day from Goldhall, across the sweeping fields of Allerfeldt, stopping at a roadside inn as the sun dips below the horizon. As you sit down to supper, a haggard man bursts through the door, clutching at a wound in his side. “Goblins,” he gasps, “Dozens. One of ‘em says he’s a king.” You’ve heard of this self-styled king before—strong, devious, and just cowardly enough to keep himself alive. This may not be the glorious foe you’d imagined, but he may be a worthy adversary to test your skills, and goblin-slaying often proves to be gainful employment as grateful townspeople fill your pockets with gold… not to mention the riches that come with a wealthy goblin’s hoard.

Every Second Counts

In every round of Heroes of Terrinoth, you and your fellow heroes will be tested to the utmost, as you perform actions, weather enemy attacks, stand fast against the growing peril, and travel to new locations. 

As your first choice in each round, you'll need to select which activation cards will best help you survive and advance your quest. All activation cards fall under four broad categories: Attack, Rest, Aid, or Explore. When you encounter dangers, Attack actions let you battle enemies engaged with you. Following a tough scrape, Rest actions provide you with a chance to heal your damage. Should you find yourself in a more secure position than your friends, Aid actions let you help your allies by storing successes that they can use at a later time. Finally, Explore actions invite you to investigate your surroundings, ultimately progressing to new areas. While every archetype has access to these four categories of activation cards, the specfics will vary—the Aid of a healer will look very different than the Aid of a warrior!

Combining both skill and chance, the actions that you perform are modified by dice rolls that determine how successful the action is. After all, the most skilled swordsmen will perform little damage if they trip over a hidden root, and rest will not rejuvenate you if you spend the night tossing and turning. We will take a closer look at actions and the various activation cards available to each class in future previews.

After you've performed your actions, your opponents rally, perhaps readying for an attack, slipping in and out of the darkness, or striking your team of heroes with every foul ounce of power they possess. Often, enemies may advance to engage you or one of your comrades, retreat to the shadows, or inflict damage on any poor soul already engaged with them. But beyond this, your foes keep many tricks up their sleeves, and you never know what other dangerous abilities an opponent may possess. The best course of action may be to put them out of action before you find yourself completely overwhelmed!

During the Peril Phase, your party advances the peril token one space on the peril track, resolving any treacherous effects that may befall you along the way. You may become surrounded by enemies, or be blessed with a moment of reprieve. Still, you must be careful that your peril token never reaches the end of its track, for in that case, you must resolve the final and deadliest peril each time the track would advance. Even after your greatest suffering, there is no relief!

Finally, your party may choose to move to new locations, perhaps stepping deeper into the catacombs of an abandoned mine or exploring the far heart of a mysterious forest, provided you have fully explored your current location. Traveling offers you a chance to leave behind the enemies who still lurk in the shadows and draw a new location from the location deck. But be wary—each location comes with its own crop of dangers, so you may find that you have jumped out of the frying pan and into the fire! But if you choose your actions carefully and balance your parties' talents, you just may stand a chance of surviving the most dangerous areas of Terrinoth and restoring some peace to the troubled realm.

Strike Back Against the Darkness

The sun has begun to set on Mennara and the Land of Steel is under threat from within, but the age of heroes may yet come again. Are you ready to dare the darkest depths of Terrinoth? Gather your team of adventurers and delve into the realm’s dangerous underbelly. The perils you will face are great, but so is the glory that awaits!

Look for Heroes of Terrinoth (TER01) when it hits shelves in Q3 of 2018 and keep your eyes on our website for more information! You can Pre-order your own copy of the game at your local retailer today or on the Fantasy Flight Games website here

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Breath of the Kami

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Published 6 June 2018 |Legend of the Five Rings LCG

Breath of the Kami

Preview the First Dynasty Pack in the Elemental Cycle for Legend of the Five Rings: The Card Game

"The energies of the Sun and Moon, of the Five Elements—all must be balanced."
   –Fū Sui Disciple

Order your own copy of Breath of the Kami at your local retailer or online through our website today!

Unseen, but ever-present, Air surrounds every samurai in the Emerald Empire. It gives life, but its absence can just as quickly end it. Representing precision and skill, empathy and politics, Air is subtle and light. But in the hands of a skilled shugenja, the element can become a raging storm, capable of wiping out any enemy. 

Join us today as we preview Breath of the Kami, the first Dynasty Pack in the Elemental Cycle for Legend of the Five Rings: The Card Game.

Breath of the Kami introduces the themes of the Elemental Cycle, and lays the groundwork of things to come. The Shugenja of Rokugan take center stage as they manipulate the elements around them, casting powerful Spells that will shape the events of conflicts to come. But while these powerful shugenja study the elements, destiny moves other pieces into place. The Mantis Clan makes its first appearance in Legend of the Five Rings: The Card Game, ancient Creatures return to conflicts, and to the south, the ever-growing threat of the Shadowlands continues to expand….

Reflexive and Reflective

As with each of the five elements, while Air is an essential part of Rokugan, every clan relates to it in a different way. Some use Air's powerful energy to reflect the world around them, while others use it for more direct methods.

The Dragon are known to harness the elements for use in their Kihō techniques. Augmenting martial arts with the mystical elements, few in Rokugan can compare to a Dragon Monk in hand-to-hand combat. The Hurricane Punch (Breath of the Kami, 17) is an Air technique favoring speed over power, overwhelming your opponent with a barrage of fists. During a conflict, you can play this event and choose a participating Monk character—that character increases its military skill until the end of the conflict and you can draw a card. The event costs zero fate and replaces itself with the card draw, meaning it's a low-risk investment that can mean the difference between a failed conflict and breaking a province. You have little to worry about with resource depletion, and the Hurricane Punch can potentially set up additional Kihō techniques that you may draw into. What is lost is gained, and all remains in balance.

While the Dragon see Air as a means to enhance their Kihō techniques, other clans see the benefits of Air with illusionary Spells. The Crane, in all their beauty, have perfected The Mirror's Gaze (Breath of the Kami, 15). This two cost attachment can only be controlled by a Shugenja, and as a Reaction after the effects of an opponent’s event resolves, you can immediately resolve that event again as if you had just played it, ignoring costs and choosing new targets as you please.

The Mirror’s Gaze is powerful magic, able to mimic the effects of some of the most powerful events in the game without paying their fate cost. An opponent’s Banzai! (Core Set, 204) will essentially be negated as you pump your own character. Even if your Shugenja suffers A Fate Worse Than Death (Fate Has No Secrets, 98), he won’t be suffering alone—you'll be able to mimic the terrifying Scorpion effect for free. When you take on a Crane Shugenja, you face a reflection of your own actions and must be prepared for the consequences.

Winds of Change

The Elemental Cycle brings the Mantis Clan to the forefront of the conflicts in Rokugan. But just because the Mantis are a minor clan doesn’t mean they don’t have their own Shugenja, and their own way of relating to the elements. Kudaka (Breath of the Kami, 13) is one of Yoritomo’s most trusted confidants, a tenkinja who guides the Mantis as they traverse the seas. Now, Kudaka enters Legend of the Five Rings: The Card Game as a Shugenja of the Air, and asks the Kami to aid in the fortune of her prolific minor clan.

When Kudaka is on the field, you gain one fate and draw one card immediately after you claim the Air Ring. If you claim this ring on the offensive, you'll also be gaining honor, meaning you can get a boost to card draw, fate, and honor all at once. These resources are all connected and Kudaka’s boost can provide a massive swing in momentum. You'll also notice that Kudaka’s ability is limited to twice per round, meaning if Kudaka finds herself fighting alongside the Phoenix, you can use cards like Know the World (Core Set, 178) to get the most out of her ability.

Kudaka is the vanguard of the Mantis, the calm before the storm—more are coming, and they will not be silenced.

Overwhelming Force

While the elements fall out of balance and Shugenja work abstract magic for powerful Spells, careful attention must also be paid to the physical plane. The politics of Rokugan are as deadly as ever and all the Great Clans must maintain their standing armies to protect the empire and themselves.

Hisu Mori Toride (Breath of the Kami, 1) is a new stronghold that houses the Lion Clan, and it lets you call the full military force of the Lion Clan to your aid. After you win a military conflict by five or more skill, you may bow the stronghold and sacrifice a friendly Bushi to declare an additional military conflict this phase! If you can successfully mount a proper military offensive, you can put major pressure on your opponent and force them to treat every military conflict as a do-or-die situation. Cards like  A Legion of One (Meditations on the Ephemeral, 116) can create a favorable conflict with little character investment, while the Kitsu Spiritcaller (Core Set, 74) can provide additional bodies for a second military conflict. With overwhelming pressure, the Lion can overrun their foes and become even more fearsome with the help of Hisu Mori Toride. As long as the proud clan controls the formidable stronghold, few will be able to stand against their might in pitched battle. 

A New Breath

Breath of the Kami is the start of a new era of Legend of the Five Rings: The Card Game. With the elements falling out of balance, Shugenja and their knowledge are more important than ever. The Air is all around us, but what happens when it becomes angry? When the wind roars and threatens to overtake everything, can Rokugan weather the coming storm?

Feel the Air with Breath of the Kami (L5C09), hitting store shelves on June 28th and available now for pre-order from your local retailer or our website!

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Optimize Your Squadron

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Published 6 June 2018 |X-Wing Second Edition

Optimize Your Squadron

See the Prizes You Can Win at the 2018 X-Wing™ Store Championships
 

"We're on the verge of greatness."
     –Director Krennic, Rogue One: A Star Wars Story

Greatness awaits you with the upcoming X-Wing  Store Championships!

Your favorite local game store plays many roles in your X-Wing community. It's your supply depot. Your headquarters. The site of your weekly starfighter battles. It's a training ground where you can test new squadrons, and learn how to fly the newest ships. And once each year—during the Store Championships season—your store becomes your proving ground, the battlefield where you'll test yourself against the best local competition.

What's at stake in this annual Store Championship? Local bragging rights, for starters. Store Championships take place only once per year, meaning your victory is always a memorable and lasting triumph. But the lasting nature of your triumph is amplified in 2018 by the fact that the Store Championships will be replaced in the future by the Wave Championships coming with the game's second edition. Win this year, and you'll be your store's final X-Wing first edition Store Champion!

For those of us who don't like to brag (much), the Store Championships also provide a chance to win some of the coolest prizes you'll see at your store all year long. In fact, as you enjoy the battles of this year's Store Championships—and look forward to the renewed conflicts of X-Wing Second Edition—you'll find this season's prizes are ready to serve double-duty: the extended art and alternate art cards that you can win at this year's Store Championships are double-sided so that you can use them in both the game's first and second editions!

Top 32

As a game of starfighter dogfights, X-Wing handsomely rewards your ability to outmaneuver your opponents, and there are few feelings in the game quite so sweet as slipping out of your enemy's firing arc to line up a perfect Range 1 shot with focus and target lock.

One of the feelings that might compete with lining up the perfect shot, however, is the feeling you get when your ace pilot stares down your opponent's whole squadron and emerges from the volley of fire completely unscathed.

And then there's the feeling you get when you pair your attack and defense options perfectly—such as when your evasive action allows you to catch an enemy ship completely unprepared for the retaliatory fire. Juke and fire. And you can capture this feeling with the extended art Juke available to the Top 32 players at each 2018 X-Wing Store Championship!

This double-sided upgrade comes ready for play in both first and second edition—with a game effect that works the same in both editions, albeit with wording that reflects each edition's specific language conventions.

Top 8

To battle your way toward the top tables at your Store Championship, you'll need to demonstrate a good eye for distance. Failing to bring one of your biggest ships into the opening engagements can prove disastrous, as can losing the synergies from your range-dependent ship and upgrade abilities.

As a reward for your keen eye—and to help you refine your ability to judge those distances—everyone who makes the Top 8 at a 2018 X-Wing Store Championship will win a complete set of three range rulers—Range 1-3, Range 1-2, and Range 1.

While the standard range ruler for Range 1-3 is great for lining up most of your shots, the shorter range rulers are great for checking exact distances when ships are—maybe—at Range 1 of each other. And they make placing your obstacles during setup all that much easier and quicker.

Top 4

What can you say about the Top 4 participants at each 2018 X-Wing Store Championship? Well, they all stand on the verge of greatness. Only one will end up claiming the title of Store Champion, but at the point you make the Top 4, you've earned the right to quote Director Krennic's line about being so close to bringing "peace" and "security" to the galaxy.

You'll also have earned a double-sided, alternate art version of the Director Krennic upgrade for both first and second edition.

A self-important genius in both editions, Director Krennic allows you to enhance your Imperial fleet by assigning the Optimized Prototype condition to one of your ships. The condition functions a bit differently in the different editions, but in both editions, it improves the ship it modifies—optimizes it, you might say—affording it greater offensive potential and linking it to Director Krennic and his ship's target locks.

Also, it just makes your squad look better when you enhance it with this alternate art version of Director Krennic.

Top 2

Just as the Top 2 players at each 2018 X-Wing Store Championship find themselves greatly outnumbered by all the players they had to beat to keep going, the members of the Rebel Alliance were always outnumbered by Imperial forces. Nonetheless, they kept fighting, and that fight translates to the Top 2 prize in the form of a plastic Cavern Angels Zealot ship card.

Arguably the most iconic of Star Wars starfighters, the X-wing proved to be just the fighter the Rebel Alliance needed. Its speed and firepower gave it a good measure of versatility, and the introduction of the Cavern Angels Zealot ship card in the Saw's Renegades Expansion Pack carries some of this versatility back into X-Wing.

Along with the Renegade Refit upgrade, the Cavern Angels Zealot ship card provides you the option of running a squadron with as many as five X-wings at a pilot skill value of either one or two. You can use the lower pilot skill value of one on the Cavern Angels Zealot to block your opponent's flight paths, or you can fly the Rookie Pilot to shoot slightly earlier in the combat phase, potentially firing ahead of your opponent's Academy Pilots or Zealous Recruits.

Store Champion

After all is said and done, each store will name only one X-Wing Store Champion, and this Champion will truly be able to look with pride upon his or her accomplishments, having claimed the title of Store Champion forever.

Instead, as we mentioned earlier, the Organized Play program for X-Wing Second Edition will replace the annual Store Championships with the Wave Championships supported by our Deluxe Wave Kits. Similarly, Regional Championships will be replaced by two separate seasons of Hyperspace Trials and Hyperspace Cups.

Nonetheless, if you claim the title of 2018 X-Wing Store Champion, you will still be able to leverage your victory toward success at the next level of events. Your victory will earn you a Regional Championship Prize Bye, and though you won't be able to redeem this Prize Bye at a Regional Championship, you will be able to apply it toward a future Hyperspace Trial.

Pursue Greatness

X-Wing remains the greatest tabletop starfighter game in the galaxy, and the 2018 X-Wing Store Championships are your chance to pursue greatness and glory within the game. Enjoy fantastic, high-speed starfighter duels. Claim local bragging rights. Blaze a trajectory toward success in the game's second edition.

At the 2018 X-Wing Store Championships, anything can happen. Any ship can find its way to the top tables. So talk to your local retailer today to find out when they'll be running their Store Championships!

Note: The 2018 X-Wing Store Championship season was moved to incorporate the second edition prize materials. All 2018 X-Wing Store Championships will utilize the game's first edition.

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Piece by Piece

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Published 6 June 2018 |Star Wars: Armada

Piece by Piece

See the Prizes You Can Win at the 2018 Star Wars™: Armada Store Championships

"I will start my operations here and pull the Rebels apart, piece by piece."
     –Grand Admiral Thrawn, Star Wars Rebels

Ready your fleet. The 2018 Star Wars™: Armada  Store Championships are here!

Each year, the Star Wars: Armada Store Championships take your in-store battles and amplify them. While you'll face the same strategic and tactical challenges you enjoy in your seasonal play, the Store Championships set these challenges against a bid for gamer glory—your chance to claim local bragging rights.

Obliterate your friends' fleets. Outmaneuver your local Star Wars: Armada community. Seize your objectives. And you might emerge victorious as Store Champion—the year's top player at your favorite local game store.

You'll also win prizes. The Store Championships match the heightened competition wih an arsenal of prizes that easily outguns those that come with the Fleet Patrol tournaments supported by the game's seasonal kits.

Top 32

The cool prizes at this year's Star Wars: Armada Store Championships extend well beyond the top tables, and they start with the alternate art Hammerhead Torpedo Corvette awarded to the Top 32 players at each event.

If we learned anything about the Hammerhead Torpedo Corvette from Rogue One: A Star Wars Story, it's that you should never overlook the old ship. Under the command of a cunning admiral, one of these vessels can easily spell the difference between a successful engagement and utter disaster.

With dynamic new art by Matt Bradbury, it's safe to say this particular Hammerhead Torpedo Corvette should spur you to plenty of imaginative new tactics.

Top 4

Given all the Hammerhead Torpedo Corvettes you'll find flying about the 2018 Star Wars: Armada Store Championships, you'll probably need to brace for impact at some point. And if you make the Top 4, you'll be able to brace more effectively than ever—with a set of five acrylic brace tokens.

Damage is inevitable. The key to victory is making sure that you don't let that damage cripple you.

Top 2

Fly your way into the Top 2 at a 2018 Star Wars: Armada Store Championship, and you'll have proven yourself one of your side's greatest admirals—no matter if you're fighting for the Galactic Empire or the Rebel Alliance.

Accordingly, the Top 2 competitors at each 2018 Star Wars: Armada Store Championship will claim a double-sided plastic upgrade card, foil-stamped with your place—either 1st or 2nd. One side of the card bears the Chimaera title and its text; the other side allows you to fly your MC75 Cruiser into battle as the Profundity.

No matter which of these great ships you fly to battle, it will bear testament to your skill, your accomplishments, and the faith invested in you by either the Empire or the Rebellion.

Store Champion

Lead your fleet to victory, claim the title of Store Champion, and you'll have pulled together the final pieces of your gamer glory.

As your favorite local game store's newly crowned 2018 Star Wars: Armada Store Champion, you'll have earned bragging rights for a whole year's worth of Organized Play, and you'll have set yourself on the fast-track toward success at bigger battles.

Your Store Championship earns you a 2018 Star Wars: Armada Regional Championship Prize Bye worth one free win and a direct shot at the top players in your Regional Championship's second round.

Mobilize the Fleet

As the game of epic, large-scale fleet battles in the Star Wars galaxy, Star Wars: Armada demands that you learn how to plan ahead. Apply those skills now toward your involvement in the 2018 Star Wars: Armada Store Championships; talk to your local retailer to see when they'll be running their Store Championship tournament!

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A Time for Heroics

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Published 6 June 2018 |Star Wars: Imperial Assault

A Time for Heroics

See the Prizes You Can Win at the 2018 Imperial Assault Store Championships

"General Solo, is your strike team assembled?"
     –General Crix Madine, Star Wars: Return of the Jedi

The 2018 May World Championships have concluded, and Daniel Taylor has once again claimed the title of Star Wars™: Imperial Assault World Champion with his Mercenary strike force.

However, the Mercenaries certainly weren't the only faction to make a strong showing at this year's World Championships. As Daniel had predicted in his article, "Imperial Resurgence," this year's World Championship boasted one of the game's most diverse and competitive fields to-date. We saw every faction represented among the Top 16, and we're thrilled by what this suggests for the 2018 Star Wars: Imperial Assault Store Championships!

The 2018 Star Wars: Imperial Assault Store Championships are your chance to take advantage of everything we've learned from the recent World Championships—and to explore new possibilities within the game. They're your chance to enjoy battles that are a step higher than the standard Entanglement Tournaments supported by the game's Seasonal Kits, they offer you a shot at local bragging rights, and they come with prizes that—like the competition itself—mark an annual high-point for your in-store tournaments!

Top 32

This year's World Championships marked the Galactic Empire's strongest showing in years, and the Top 32 players at each 2018 Star Wars: Imperial Assault Store Championship gain a card that reflects the faction's reinvigorated strength and versatility—an alternate art Dewback Rider.

With dusty and evocative art by Jacob Murray, this card depicts your Dewback Rider scanning the wastes of Tatooine for any potential threats to the Empire. Of course, his trusty dewback is right beside him, ready to race into action at a moment's notice!

Top 4

Battle your way into the Top 4 at a 2018 Star Wars: Imperial Assault Store Championship, and you'll win a custom point dial that proudly displays the game's logo.

This isn't just a cool prize and a useful tool to bring into your final matches; it's also a valuable reminder that you're not fighting just to destroy enemy units—you're fighting to win a war. And the way you win that war is to be the first to 40 points!

Top 2

You'll need a truly heroic effort to make the Top 2 amid all the blaster fire and melee action at your 2018 Star Wars: Imperial Assault Store Championship. As a result, you'll be rewarded with a special spot-glossed alternate art version of the Heroic Effort skirmish upgrade on plastic.

The art by Jeff Lee Johnson suggests the faith that Rebel High Command has invested in your efforts, depicting the seriousness with which Mon Mothma and the other Rebel leaders view the task before you.

And while the alternate art would, by itself, make this a fantastic reward for any Rebel player, you'll find your placement further rewarded by a foil stamp that celebrates your success each time you set this card on the table.

Store Champion

Once all the blaster fire has ended, after all the dust has settled, each Store Championship can only crown one Champion.

Will it be you? If so, you'll have earned local bragging rights, having claimed your store's highest title for a whole year. You'll also have put yourself in a great position to succeed at your next mission. Each 2018 Star Wars: Imperial Assault Store Champion will earn a Prize Bye for use at a 2018 Star Wars: Imperial Assault Regional Championship.

After all, the Star Wars galaxy is a vast place—and full of powerful conflicts. Once you've claimed your favorite local gaming store for your favorite faction, there's still your Regional Championship ahead of you, as well as your planet, the Outer Rim, and the whole galaxy!

Gather Your Command Team

Assemble your strike force, and be sure you pay close attention to your command team. The 2018 Star Wars: Imperial Assault Store Championships mark a yearly high-point for local in-store play, and you'll want to be ready ahead of the initial engagements.

Find out when your favorite local game store is running its Store Championship; talk to them today!

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Use the Force

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Published 6 June 2018 |Star Wars: Destiny

Use the Force

See the Prizes You Can Win at the 2018 Star Wars™: Destiny Store Championships

"She may not look like much, but she’s got it where it counts, kid. I’ve made a lot of special modifications myself."
     –Han Solo, Star Wars: A New Hope

Let the tinkering with new decks begin!

After the excitement of the Star Wars™: Destiny World Championships and Edwin Chen's victory, we're excited to see what new decks players might devise over the coming months and with the upcoming introduction of the Way of the Force Booster Packs. We expect to see player's trying their hand at Edwin's Kylo Ren and Anakin Skywwalker deck, and we expect to see players looking for ways to counter it.

Most of all, we expect to see these decks blazing into action during the heated battles of the upcoming 2018 Star Wars: Destiny Store Championships. As the annual high-point of your local in-store Destiny gaming, the Store Championships take the competition you see during your regular Clash of Fates tournaments and amplify it—adding to the stakes with a shot at local bragging rights and an extended pool of exclusive prizes!

What will you bring to your local Store Championships? Will you play with the top decks from the World Championships, or will you bring decks designed to surprise your opposition? The 2018 Store Championships are here, and now's the time to modify your decks.

Top 32

One of the greatest things about the Store Championships is that they don't just celebrate the top players. They reward everyone, and the Top 32 players at each 2018 Star Wars: Destiny Store Championship will receive not just one, but two prize cards—an alternate art Force Speed and an extended art, Aurebesh version of Tinkering.

Interestingly enough, the alternate art Force Speed awarded to each of the Top 32 participants features work by the same artist as the original Force Speed—Tiziano Baracchi. However, this newer version takes us back to a time when the Jedi figured more prominently in the galaxy's affairs. Instead of artwork that recalls Luke Skywalker's rescue of Han Solo from Jabba's Palace, this version recalls the offensive at Ringo Vinda that was led by the sisters Tiplar and Tiplee, both Jedi Masters.

The extended art, Aurebesh version of Tinkering is the same as the card awarded at the Rivals Limited Event, although the misprinted cost has been corrected to reflect the card's actual resource cost of zero.

Top 8

If you hope to make the Top 8, you'll need to make the Force your ally—even if you aren't a Jedi or a Sith.

Fortunately, you don't have to be a Jedi or a Sith to be strong with the Force, as was evidenced by the former Jedi Ahsoka Tano. After her personal trials led her to step away from the Jedi Order—but not from the light side of the Force—Ahsoka remained a powerful Force user and used her skills to help rally the fledgling Rebel Alliance. She also adorns the deck box you'll receive if you make the Top 8 at a 2018 Star Wars: Destiny Store Championship.

Top 4

If you like the new artwork for the Force Speed awarded to the Top 32, but you're not sure you're looking to include the card in a deck you'd rather build around red and yellow characters, then you'll want to be sure to fight your way into your Store Championship's Top 4 places. Each of the Top 4 participants at a 2018 Star Wars: Destiny Store Championship will receive a full-size playmat featuring the same image of Tiplar and Tiplee as shown on the Force Speed card.

Not only does this playmat allow you to enjoy the dynamic colors and lines that Tiziano Baracchi uses to reflect the speed of the Jedi's movements, but it allows you to start with the artwork in play and at full size. You don't have to draw it, and it won't be cut off at the edge of the card. Instead, you get the whole piece—complete with deflected blaster fire and headless battle droids!

Top 2

Rise to the occasion, battle your way into the Top 2 at your Store Championship, and you'll have proven yourself strong with the Force. For your efforts, you'll be rewarded with a plastic, spot-glossed Ahsoka Tano card—foil-stamped to commemorate your place in the event, either 1st or 2nd.

Not only does this card celebrate your achievement by spot-glossing the galaxy's most famous Togruta, but it dampens the impact of the surrounding scenery and features a grey-scale reverse side that helps you better mourn Ahsoka's loss should you ever lose her… Of course, if you've just made the Top 2, the chances are you won't lose Ahsoka very often.

Store Champion

As the 2018 Star Wars: Destiny Store Champion, you'll have proven yourself the master of your local game store, and you'll have earned bragging rights for the year. But that's not all. You'll have proven yourself a skillful Force user, and since the Force permeates all things, your victory will help you reach out and find your path forward…

Each 2018 Star Wars: Destiny Store Champion wins a Prize Bye worth a first round victory at a 2018 Star Wars: Destiny Regional Championship.

May the Force Be With You

The 2018 Star Wars: Destiny Store Championships are here, and that means a time of trial. You'll face conflict. You'll be tested by the dark side. And you'll have a shot at some of the coolest prizes you'll see in your favorite local gaming store this year.

Are you ready for the coming challenges? Talk to your local retailer today to find out when they'll be running their 2018 Star Wars: Destiny Store Championship!

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Maddening Mazes

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Published 7 June 2018 |Arkham Horror: The Card Game

Maddening Mazes

The Labyrinths of Lunacy Is Now Available for Arkham Horror: The Card Game

It is absolutely necessary, for the peace and safety of mankind, that some of earth’s dark, dead corners and unplumbed depths be let alone.
   –H. P. Lovecraft, At the Mountains of Madness

You awaken from a deep sleep in a strange place, without any idea of where you are or how you got there. Your body is fatigued to the point that even standing is a herculean task, and your blurred vision makes it impossible to get your bearings. In fact, you and your fellow investigators are the prisoners of some cruel mastermind, using you as his test subjects in inhumane experiments designed to test the human will.

Trapped in the expansive labyrinth of a madman, you will need more help than ever before. The Labyrinths of Lunacy, the epic Scenario Pack for Arkham Horror: The Card Game that premiered at Gen Con 50, is on sale at your local retailer or on our website now!

Pit of Despair

Unlike many of your past adventures, this investigation is not just about solving a mystery, but about survival—and time is running out. Many act cards in this scenario pack feature Timed objectives that must be completed by the time the agenda advances. While you do not advance the act as soon as the condition is met, failure to complete these objectives will have dire consequences. In The Labyrinths of Lunacy, the act and agenda cards do not advance independently of one another. Rather, when the agenda advances it will instruct you to advance the act card as well.

The only way to escape this prison is to work together, but as the clock ticks down, the strange things creeping in the dark are getting closer. Faceless Abductors (Labyrinths of Lunacy, 52) hunt you through the halls of the twisted labyrinth. If one of these monsters catches you, they drag you back to one of the madman’s many prisons, halting any progress you have made. As you evade your prison guards to explore the depths of this strange labyrinth, you will find yourself in impossible situations where game text on cards may not make sense at first. Solving these Paradoxes is the key to your survival. Keep a keen eye on the cards as they reveal themselves. It is your only hope of escape.

In the depths of the labyrinths, you will be faced with impossible decisions as you find strange, disturbing Items such as the Mysterious Syringe (Labyrinths of Lunacy, 41). The letter B is emblazoned on the handle, and a mysterious liquid is held within. This presents you with an interesting possibility: you can inject the concoction into your own arm or that of another investigator (willing or not), or hold onto it. But even if you choose not to take the risk, you cannot afford to lose this asset. If you are defeated, you must pass the syringe to another investigator and pray that they escape, or else your death will have been in vain.

The Madman’s Prisoners

With a stunning eighty cards, this scenario pack offers you a complete standalone adventure for Arkham Horror: The Card Game. While it cannot be played as a side quest within a campaign, The Labyrinths of Lunacy provides you with an expansive game experience that plunges you into a harrowing scenario that will require all your wits and cooperation to defeat. You must rely on your fellow investigators more than ever as you encounterTraps that test your strength and will to survive. If you are not quick enough and succumb to Poisonous Gas (Labyrinths of Lunacy, 56), you will lose an action as you struggle for breath. This agility test requires a result of at least four to pass, a difficult task. However, a fellow investigator in your location may place of their clue tokens on the location to close the valve somewhat, and reduce the difficulty of the test. Even in The Labyrinths of Lunacy, you are stronger united than apart.

This Scenario Pack can accommodate up to twelve investigators divided into three teams in the Epic Multiplayer Mode. Each team of investigators faces their own set of challenges, separated by the mastermind’s design, but linked by the consequences of their actions. Every decision you make will affect your fellow investigators’ experience, regardless of whether or not they are in your party.

When playing in Epic Multiplayer Mode, certain effects will allow you to give tokens, cards from your hand, or assets to investigators in other groups. A Key of Mysteries (Labyrinths of Lunacy, 40) useless to one group may be vital to another’s escape. But you had best make exchanges wisely. If you are defeated by the trap-ridden labyrinth or the monsters that reside there, the key is dropped where your body falls, and there it remains until another investigator finds it. One investigator’s demise could spell doom for the entire party.

Even if you cannot ensnare enough investigators to run the complete Epic Multiplayer Mode, you are far from helpless. The Labyrinths of Lunacy comes with rules and a separate encounter set that allow you to play with one to four investigators in Single Group Mode. Otherwise, if you wish to experience all the madness this prison has to offer, you may choose to play this scenario as its own campaign of three mini-games, sealing yourself and your friends in different corners of the madman’s prison in each adventure.

Escape the Torment

Assemble your team of investigators—only by standing united will you be able to defeat your captor once and for all and escape The Labyrinths of Lunacy

Pick up The Labyrinths of Lunacy (AHC18) at your local retailer today or on the Fantasy Flight Games website here!

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Enter the Shadows

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Published 7 June 2018 |A Game of Thrones: The Card Game

Enter the Shadows

The Shadow City Is Now Available for A Game of Thrones: The Card Game

“Lord of Light, defend us, for the night is dark and full of terrors.”
  
–Melisandre, A Dance with Dragons

Order your own copy of The Shadow City at your local retailer or online through our website today!

Darkness descends on Westeros as howling winds sweep down from the north. The Night’s Watch is plagued by conspiracy and dissension within its own ranks, but the nightfires of R’hllor burning at the Wall conceal their own darkness within the flickering flames. In the south, King’s Landing is drawn into a quagmire of intrigue, and across the Narrow Sea, a new claimant emerges—a lord proclaimed as Aegon Targaryen secretly sails towards the Seven Kingdoms. Shadows have come for A Game of Thrones: The Card Game.

The Shadow City, the first Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game, is now available from your local retailer or online through our webstore!

Within The Shadow City, you’ll find the thrilling start of the game’s fifth cycle and your first chance to duck into the shadows of A Game of Thrones: The Card Game as you play out the most notable events of A Dance with Dragons. Every faction receives at least one shadow card in this expansion, and with characters like Varamyr Sixskins, Janos Slynt, and Ser Robert Strong arriving to swell your ranks, you’ll have the chance to take your schemes to the next level.

Blades in the Dark

At the Wall, the shadows grow long as winter approaches. Traitors harbored within the Night’s Watch lay their plans in secret—but with The Shadow City, you may have your chance to take control of these conspirators and use them to further your own goals. The most notable of those who challenged Jon Snow’s leadership as Lord Commander may be Janos Slynt (The Shadow City, 6), once the captain of the Gold Cloaks in King’s Landing. At the Wall, Janos Slynt can be a powerful Ally—though you may need to sacrifice some of your own men to bring him to your side.

In the game, Janos Slynt is most notable for his ability to strike at any moment—he can be brought out of shadows for zero gold! Since you can bring a character out of shadows at any time as an Action, this gives Janos Slynt tremendous flexibility, especially if you’re using him to defend The Wall (Core Set, 137) or attack when your opponent least expects it. Of course, if you bring Janos Slynt out of shadows in this way, you’ll need to pay the price and sacrifice one of your Night’s Watch characters.

House Baratheon is also ensconced at the Wall by the time of A Dance with Dragons, and they also gain a shadow character in this Chapter Pack. Shadow Priestess (The Shadow City, 8) can be brought out of shadows for three gold, and whenever you bring her out of shadows, you can kneel a character without attachments, shutting down your opponent’s best-laid plans and tipping the challenges phase in your favor.

Though the Shadow Priestess can be undeniably powerful when used at the right time, kneeling your opponent’s characters is a temporary solution. House Lannister prefers more permanent ways of dealing with threats—and few combatants are more dangerous to your opponent than the KingsguardSer Robert Strong (The Shadow City, 10). Ser Robert Strong lurks in the shadows, and when he chooses to emerge, you can immediately kill any kneeling character that costs five gold or less!

Killing a character that’s already been declared as an attacker or defender could stop your opponent’s challenge dead in its tracks, or it could make your own challenge unopposed. And of course, once he’s out of the shadows, Ser Robert Strong’s eight STR is impressive enough to swing any military challenge in your favor. With this monstrous Knight by your side, the power of House Lannister in King's Landing is about to grow much stronger.

Growing Darkness

No matter which faction you support in the struggle for the Iron Throne, you’ll be able to take your first steps into the shadows with this expansion pack. Embrace the darkness and bring the power of shadows to your games of A Game of Thrones: The Card Game!

You can pick up your copy of The Shadow City (GT31) at your local retailer or online through our webstore today!

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Fast Enough

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Published 7 June 2018 |X-Wing Second Edition

Fast Enough

Announcing the Lando's Millennium Falcon Expansion Pack for X-Wing Second Edition

"Might want to buckle up, baby."
   –Lando Calrissian, Solo: A Star Wars Story

From its first appearance, blasting its way out of Mos Eisley spaceport in A New Hope to its triumphant arrival at the Battle of Crait in The Last Jedi, the Millennium Falcon has been an iconic part of the Star Wars saga, transporting us and our heroes to many of the fantastic worlds of a galaxy far, far away.

Order your own copy of the Lando's Millennium Falcon Expansion Pack at your local retailer or online through our website today!

But long before Han Solo owned the Millennium Falcon and made his own brand of special modifications to the ship, it belonged to infamous gambler and smuggler Lando Calrissian. With the recent release of Solo: A Star Wars Story, we finally got to witness some of the Millennium Falcon’s early exploits and see how it inevitably came into Han Solo’s possession. Soon, you’ll have the opportunity to experience this classic ship in an all-new way during your games of X-Wing™ Second Edition.

Fantasy Flight Games is proud to announce the Lando’s Millennium Falcon Expansion Pack for X-Wing Second Edition! This expansion pack will join the rest of Wave I for X-Wing Second Edition, releasing on September 13th, 2018!

Roll the Dice

Long before either of them became affiliated with the Rebel Alliance, both Lando Calrissian and Han Solo made a living by smuggling illicit cargo throughout the Outer Rim. For this reason, Lando’s Millennium Falcon becomes a powerful new option for the Scum and Villainy faction of X-Wing Second Edition.

Within the Lando’s Millennium Falcon Expansion Pack, you’ll find everything you need to add a customized YT-1300 Light Freighter to your squadron, including a beautifully painted ship miniature and an assortment of eight ship cards that reflect the Scum faction’s penchant for risk-taking. But these risks aren’t totally reckless. Any gambler knows the best time to place a bet is when the odds are in your favor, and few are better gamblers than Lando Calrissian. If he’s is at the controls of the Falcon and not stressed, he can gain a stress token to reroll all of his blank results, giving him a much better chance of enhancing an attack or dodging some incoming fire. 

 

Beyond its pilots, Lando’s Millennium Falcon has a few interesting built-in features. Although it was originally built as a freighter, it still makes an intimidating opponent in the middle of a space battle thanks to its double turret arc that functions as a primary weapon. This arc covers much of the space surrounding the ship, making it difficult for an enemy ship to approach without the threat of return fire.

These turrets need operators, of course, and you can enhance their effectiveness by adding a gunner from among the thirteen upgrade cards found in this expansion. In addition to being an ace pilot, Han Solo is just as good in the gunner seat, granting you the ability to perform a red focus action before engaging with enemy ships. In effect, this gives you the chance to both rotate your turret into position and focus in a single round, providing ample opportunity to line up your shot and give it a good chance of hitting.


Lando's Millennium Falcon features a double turret arc as its primary weapon, covering half the space surrounding the ship!

A large ship like the Millennium Falcon can be greatly enhanced by good crew and you’ll find plenty of opportunities to add one among this expansion’s upgrade cards. Scum are known for their unpredictability and Tobias Beckett is sure to enhance this reputation with his ability to dramatically alter the playing field during setup.

Even more unpredictable is the Falcon itself. Han Solo may have put his own mark on the ship, but Lando Calrissian also gave it a few tricks of his own that you also include. With a Rigged Cargo Chute, for example, you can dump a fresh obstacle into the middle of the battlefield and—if you're lucky—into the path of enemy ships. What's more, Lando always had an exit strategy, and this version of the Millennium Falcon also includes the escape craft featured in the film. This craft docks snugly in the larger miniature, even as it makes Lando's Millennium Falcon more versatile with the ability to launch this escape craft, which can operate independently from the larger ship. 

We’ll take a closer look at the pilots, upgrades, and escape craft included in the Lando’s Millennium Falcon Expansion Pack in a future preview!

Not a Scratch

The Millennium Falcon has woven itself into the history of the galaxy on a number of occasions. Now, the Lando's Millennium Falcon Expansion Pack lets you experience the untold history of one of the galaxy's most storied ships. Take the controls and build your own legacy!

Lando's Millennium Falcon will be releasing alongside the rest of X-Wing Second Edition Wave I on September 13th! You can pre-order the Lando's Millennium Falcon Expansion Pack (SWZ04) at your local retailer or online through our website today!

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Secrets of Devil Reef

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Published 7 June 2018 |Arkham Horror: The Card Game

Secrets of Devil Reef

The Deep Gate Is Now Available

As Father Sun and Mother Moon join with the Earth in blood, Father Dagon and Mother Hydra will join in the deep to usher the third of their triune into the world of Man. And lo, the Three shall be as One and rule eternally over the world of mankind.
  –Prophesiae Profana

Order your own copy of The Deep Gate at your local retailer or online through our website today!

Leave your fears on the docks.

Silas Marsh has spent most of his life voyaging across the world, but there is one place where the sailor has always refused to go—home. But since the death of his parents, Silas has been troubled by terrible dreams, and the only hope for curing his malady rests in fear-shadowed Innsmouth. To make matters worse, Silas’s return to New England is further complicated by a desperate librarian seeking answers of her own about dark prophesies… prophesies centered on the same creatures that haunt his dreams.

The Deep Gate, a new Arkham Horror Files novella including four new cards for Arkham Horror: The Card Game, is now available at your local retailer or online through our website!

Upon the Slimy Sea

The Deep Gate spins a harrowing tale of terror and bravery as Silas struggles to uncover the truth of his family and the  Dreams of the Deep (The Deep Gate, 15) that haunt his nights, while still assisting librarian Abigail Foreman to unlock the mysteries of the Prophesiae Profana. As you read, you can investigate the mystery alongside Silas with the novella's fifteen pages of full-color inserts, including maps, letters, and pages ripped from the cursed tome to immerse you in the peril of Silas’s tale.

In addition to the story, The Deep Gate comes with four cards that allow you to add the tale’s protagonist to your team of investigators in Arkham Horror: The Card Game. With a health of nine and a sanity of five, Silas Marsh (The Deep Gate, 13) is a hardened survivor who does not believe in what he cannot see. Along with his Nautical Prowess (The Deep Gate, 14) gained from years at sea, Silas’s natural resourcefulness gives him the signature ability to, once per round, return a skill card committed to a test to his hand after he reveals a chaos token, allowing him to gauge the situation and make an informed decision. Silas will be released in another Arkham Horror: The Card Game product at a later date, but this is his first appearance in the game. 

Thus Spoke the Mariner

As you prepare to set sail for Innsmouth with Silas Marsh, we turn to author Chris A. Jackson for insight into what awaits within the pages of The Deep Gate. This novella is Jackson’s first dive into the horror genre, but as both a sailor and gamer, nautical and game tie-in fantasy are a natural fit for the writer.

Fantasy Flight Games: What do you think readers will enjoy most about The Deep Gate?

Chris A. Jackson: I'm pretty proud of two aspects of the story: the authenticity of the nautical aspects and the pacing of the story overall. I've been on the water most of my life, from my father's fishing boat as a kid, to my own sailboat now. I also grew up in a small, decaying seaport town in Oregon that bears a frightening resemblance to Innsmouth—it's the same tightly-knit community of seafarers distrustful of strangers. Silas driving into Innsmouth felt like going home… and it wasn't a welcome feeling. As for pacing, I worked hard with my editors to ramp up the tension slowly, increasing the pitch of terror in tiny steps before the final confrontation. I think we nailed it.

FFG: What insights can you give us into the mind of Silas Marsh?

CJ: Silas is the archetypical physically-capable-but-emotionally-fragile unwilling hero. He's not scared of a single thing in the world that he can fight with his fists or match with his skills as a sailor, but when it comes to his own inner demons, he's daunted to the point of utter denial. Growing up in Innsmouth has given him a lot of baggage. Being shown the reality of his nightmares very nearly unhinges him. Being told he must face them and fight them in the cold, dark depths of the sea, with the voices of the Deep Ones echoing in his head, utterly terrifies him. Luckily, he's got help.

FFG: Do you think that you would survive the world of Arkham Horror Files?

CJ: I'd like to think so. I don't know if I have the courage to face something supernatural, but I'm a fairly resourceful guy. Scientist, sailor, and jack of all trades. I might not be the hero, but I might be her sidekick; the guy who fixes the flat tire while she fights off the monsters or repairs the boat engine as Deep Ones are crawling up over the side. Sure… I could do that!

How do you plan to celebrate when The Deep Gate is released?

CJ: All-night gaming session, of course! Complete with spooky music, good friends, and bootleg whiskey! Shotguns optional.

All Hands on Deck

Thanks, Chris!

To add Silas Marsh to your team of investigators and experience the horror of The Deep Gate for yourself, be sure to grab your own copy of The Deep Gate at your local retailer or on the FFG website. What horrors will you discover drowned in Devil Reef? The only way to find out is to steel your nerves and set sail!

Pick up your copy of The Deep Gate (NAH13) at your local retailer or on the Fantasy Flight Games website today!

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Charge Into Battle

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Published 7 June 2018 |Star Wars: Legion

Charge Into Battle

Announcing Two Sets of Premium Bases for Star Wars: Legion

“Prepare for ground assault.”
   –General Rieekan, Star Wars: The Empire Strikes Back

You’ve deployed your troops to the farthest reaches of the galaxy in search of the hidden Rebel base. At last, you’re ready to strike. Charge into battle and lead your troops across the battlefields of the Galactic Civil War. Fantasy Flight Games is happy to announce two sets of premium bases for Star Wars™: Legion!

Order your own copy of these premium bases at your local retailer or online through our website today!

Star Wars: Legion invites you to join thrilling infantry battles of the Star Wars galaxy as the commander of a unique army of troopers, powerful vehicles, and iconic characters like Darth Vader and Luke Skywalker. Each game, you and your opponent must carefully move your troops into position to launch attacks, intercept crucial transmissions, recover supplies, or accomplish any number of other objectives. Soon, you’ll be able to further customize the aesthetics of your army by placing your troops on premium plastic bases.

Kitted Out

Whether you prefer to command legions of Stormtroopers in the name of the Empire or lead elite Rebel strike teams, the premium bases included in these packs upgrade the look of your army and invite you to further immerse yourself in your Star Wars: Legion battles. Each pack of Premium Trooper Bases contains 32 premium 27-mm round bases, enough to upgrade eight standard squads of four trooper miniatures like the Rebel Troopers, Stormtroopers, or Fleet Troopers. The bases contained in the pack include four copies of eight unique sculpts, carefully designed to look like environments at home in the Star Wars galaxy, while their neutral gray tone of plastic gives you the opportunity to paint and customize your bases to fit your army's style.   

Meanwhile, the Premium Large Bases pack helps you update your army’s vehicles by covering all three sizes of notched bases. Each of these packs contains eight premium notched bases, enough to upgrade two AT-ST or T-47 Airspeeder units, two AT-RTs, and four 74-Z Speeder Bikes. In addition to allowing easy movement of your units, each of these premium bases features its own texture, announcing the uniqueness of your army.

Fly Your Colors

Every game  of Star Wars: Legion promises to be an intense, strategic duel as you and your opponent battle for objectives. Bring your troops to the fight with style with Premium Trooper Bases and Premium Large Bases for Star Wars: Legion, and look for these packs to release late in the third quarter of 2018!

You can pre-order Premium Trooper Bases  (SWL28) and Premium Large Bases (SWL29) at your local retailer or online though our website today!

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Android: Magnum Opus

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Published 8 June 2018 |Genesys

Android: Magnum Opus

Android: Netrunner Organized Play Enjoys a Grand Finale at its 2018 World Championships

The Great Work was completed on a rainy Thursday afternoon.

As Android: Netrunner comes to a close, the game's Organized Play is also coming to an end—but not before players have one final chance to gather and celebrate the game's thrilling, high-stakes cyberstruggles!

From September 7th – 9th, the Fantasy Flight Games Center will play host to Android: Magnum Opus and the final Android: Netrunner World Championships. Corps. Runners. Games. Glory. You can expect them all. Even so, this event is far more than one final tournament. This is a celebration of the Android: Netrunner community and all things Android. Android: Magnum Opus will provide all attendees with an immersive experience, starting with the World Championships and rolling those into an overarching experience in the Android universe.

Registration for Android: Magnum Opus opens June 16th at 12:00 PM CDT (UTC/GMT -0500), and attendees will enjoy all the thrills of the 2018 Android: Netrunner World Championships, as well as a unique one-versus-many Android: Netrunner experience, Genesys roleplaying sessions set in the worlds of Android, and a weekend-long exploration of the Android setting that will thrust you neck-deep into the midst of an orgcrime turf war.

For years, the Android: Netrunner community has expressed its appreciation for the game's near-dystopian setting, and now you'll have a chance to change the setting. As rival criminal organizations renew their struggles for Base de Cayambe and the ability to smuggle goods up and down the Beanstalk, your actions over the course of Android: Magnum Opus will decide which orgcrime outfit rises to prominence.

Who knows—it might even be your criminal organization that wins!

The 2018 Android: Netrunner World Championships

Undoubtedly, the highlight of Android: Magnum Opus will be the 2018 Android: Netrunner World Championships. The final World Championships for this storied LCG® of corps, runners, and high-stakes cybercrime, this tournament will bring the community together one more time and crown the game's final World Champion.

The 2018 Android: Netrunner World Championships will be the last official Organized Play event for Android: Netrunner, and we'll be pulling out all the stops with our prize support. In addition to the commemorative apparel you'll receive with your event registration, you'll earn a copy of the new NAPD Corp ID we'll be featuring in our one-versus-many matches, and have the chance to vie for exciting bounty prizes every round.

The action will begin on Friday, September 7th, with the first group of players competing in Day 1A, continue on Saturday with then next group in Day 1B, and then all players with 28 tournament points will advance to Day 2 Swiss rounds on Sunday, followed by a cut to the Top 16.

The Top 16 will continue with double-elimination rounds until the world's best corp and runner face each other—each aiming to see the game out on a high note as its final World Champion. Yet, even as the 2018 World Champion helps bring the game to its grand conclusion, he or she will find a new, enduring role within the Android setting.

Working with the developers of the Genesys roleplaying game, the 2018 Android: Netrunner World Champion will help to inspire and craft a character within the Android setting—potentially even envisioning his or her avatar as a crime boss who helped to win the weekend's turf wars. More than this, he or she will have a chance to play that character during a special Genesys roleplaying adventure, set in the Android universe, at PAX Unplugged, the weekend of November 30th to December 2nd. Travel and accommodations will be provided for the winner to attend.

Turf Wars

During the construction of the Beanstalk, New Angeles was a boom town, a beacon of near-limitless possibilities that drew ambitious men and women of all stripes to the slopes of Volcán Cayambe. The lure of easy money and unclaimed territory drew the attention of numerous powerful criminal organizations from around the world, and they flocked to the new city to carve out what they could.
     –The Worlds of Andorid, "Organized Crime"

The Android universe existed before Android: Netrunner, and it will continue after the game has come to a close. Nonetheless, it is impossible to deny the impact that Android: Netrunner has had upon the Android universe and its fans.

For most fans of Android: Netrunner, the game was their first interaction with the not-too-distant future of the Android setting, its Big Four corporations, and its diverse cast of hackers, sysops, clones, bioroids, street bangers, mid-level executives, enforcers, and crime bosses. And for many fans, the game's setting proved to be one of its most attractive selling points. Accompanied by some of the industry's greatest art, the Android universe, its corps, and its characters reinforced the timeliness and intellectual validity of the game's themes. Players who lacked an analog in other game worlds found themselves mirrored in the setting's diversity. We frequently saw players express their desire to explore the setting in other ways—especially via roleplaying.

At Android: Magnum Opus, you will have the chance not only to enjoy a Genesys adventure in the Android setting, but to take part in a larger, weekend-long roleplaying event that will allow you to both explore—and give shape to—the Android setting.

There's a turf war underway between the orgcrime outfits in New Angeles. When you register for Android: Magnum Opus, you'll find yourself connected to one of the city's orgcrime outfits—either Los Scorpiones or 14K. Then, throughout the weekend, you'll have the chance to help your organization become the city's preeminent criminal power. You'll control the streets that host the Beanstalk, and that means controlling the Beanstalk—and everything that smuggles up or down its incredibly lucrative channels.

  • Each of your victories in the Android: Netrunner World Championship will aid your organization.
  • You'll have the chance to help your organization claim valuable assets in a special Genesys roleplaying adventure set in New Angeles.
  • Your victory in the one-versus-many Android: Netrunner staff challenges allows you to throw the NAPD's resources against your rivals.
  • Win the 2018 Android: Netrunner World Championship, and you'll be able to establish yourself as a major player in these turf wars—a leader of the winning organization, an elusive (and expensive) asset for the losing organizations, an NAPD agent positioned to strike at the heart of the city's orgcrime, or a brilliant civilian able to find profit in the chaos.

Only one player can win the 2018 Android: Netrunner World Championship, but everyone who attends Android: Magnum Opus will find their efforts memorialized in future Android products. Your actions will determine which criminal organization rises to the top of the world's greatest and most influential city. You'll steer the future of the Android setting, and you'll see the results reflected first in a future Genesys roleplaying adventure that you'll be able to download for free.

Additionally, your efforts in these Turf Wars may earn you a personal share in the Beanstalk's smuggling trade. Each attendee associated with the criminal organization that claims control of the Beanstalk will win a special, acrylic click tracker in the form of the worlds' most important architectural marvel!

Hack into the Future

Android: Netrunner and its Organized Play may be coming to an end, but all true fans know there are plenty of ways to bypass or break an "End the run" subroutine.

Join us this September 7th – 9th for the 2018 Android: Netrunner World Championships at Android: Magnum Opus and upload your consciousness into the Network. You'll enjoy fantastic games, superlative prizes, and one of the greatest communities in all of gaming. More than this, your actions will live forever in the Android setting, breathing new life into it and impacting the design of future products. We'll have even more information about Android: Magnum Opus in our upcoming previews.

Come celebrate Android: Netrunner, its community, and its legacy. See what the future holds for the Android setting. Make your plans to attend!

  • Player registration opens June 16th at 12:00 PM CDT (UTC/GMT -0500) and closes July 24th at 12:00 PM CDT.
  • Players looking to claim reserved seats at the Android: Netrunner World Championship may do so here.
  • Press may apply now. Press applications close July 24th at 12:00 PM CDT (UTC/GMT -0500).
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Jacking Out

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Published 8 June 2018 |Android: Netrunner LCG

Jacking Out

Announcing the End of Android: Netrunner

In 2012, Fantasy Flight Games launched  Android: Netrunner The Card Game. With innovative mechanics revised from the classic collectible card game, combined with the dystopian, cyberpunk future of the Android universe, Android: Netrunner has enthralled thousands of players over the course of its two core sets, a campaign expansion, five deluxe expansions, and eight cycles of Data Packs.

Wizards of the Coast has been a fantastic partner to us over the past six years, and we at Fantasy Flight Games are incredibly thankful to them for letting us play with the game system that they pioneered. However, as much as we have enjoyed developing Android: Netrunner, our current licensing term is coming to an end, and today, Fantasy Flight Games must announce the end of Android: Netrunner The Card Game.

Starting on October 22nd, 2018, Fantasy Flight Games will no longer offer for sale any Android: Netrunner The Card Game products, including Android: Netrunner playmats and card sleeves. Before we reach that point, Android: Netrunner still has one final stop to make: the Reign and Reverie deluxe expansion will be the final product for the game. Featuring cards for every faction, Reign and Reverie is a celebration of all things Android: Netrunner, and an appropriately climactic conclusion to the game's six-year run. What's more, while Android: Netrunner is coming to an end, the worlds of Android will continue to be explored, from the gritty streets of SanSan to the warring colonies of Mars, in future products from Fantasy Flight Games.

As Android: Netrunner The Card Game draws to a close, Organized Play for the game is also coming to an end. For further information on Android: Netrunner Organized Play, including the final Android: Netrunner World Championship, click here.

For more details and thoughts on the end of Android: Netrunner from Lead Developer Michael Boggs and Fantasy Flight Games Head of Studio Andrew Navaro, read on.

Lead Developer Michael Boggs 

When I was first told Android: Netrunner was ending, I was… something. I don’t really know the name for the emotion that I was feeling. It was a mix of sadness, confusion, and nostalgia. It was weird. Maybe you’re feeling the same way.

Over the next couple weeks, I took time to digest. Somber as I was, I came to a stark realization. My love for Android: Netrunner did not come from its mechanics or theme. I liked those things a lot—maybe an unhealthy amount—but they weren’t what kept me playing the game, day after day, year after year. The sole driving force for my continued play, for my absolute obsession with the game, was the community.

My first experience with the game was learning from my lifelong friend. Initially, just being able to play against him was enough. When I got to Busan, I found a small but amazing group of friends who pushed and challenged me to be a better player. We would meet weekly, and sometimes more than that, to play, to practice, to strive, to compete. After moving to Seoul, I found a thriving player base, and though my time in this group was limited, they taught me that even with all my years of experience, there was still so much more that I had to learn.

Once I started working on Android: Netrunner, I was stunned by the sheer number and diversity of people who enjoyed this game as much as I did. The communities I belonged to in South Korea were somewhat insulated from the greater Android: Netrunner populace, and it was fascinating to witness the widespread love for the game. The passion of the players, the content-makers, and the fans helped keep what I was doing and who I was doing it for in perspective.

Android: Netrunner was something extraordinary. It was unique in its theme and mechanics, sure, but its true specialty came from the people around it.

I hope and believe the community will keep it alive for years to come.

Head of Studio Andrew Navaro

With the announcement of the end of the Android: Netrunner product line, I’m sure many of you are wondering why. While I cannot speak to the specifics, I would like to provide as much insight as I can, and hopefully lessen the consternation that this announcement has undoubtedly caused.

I’m sure this news comes as an unwelcome surprise to many of you. Given that we recently released the Revised Core Set, and that rotation has finally gone into effect, it seems like the timing couldn’t be worse to announce the end of the game line. With the success that Android: Netrunner has enjoyed over the last six years, I don’t think there would ever have been a good time to end it in the eyes of many fans, and in the eyes of many of us here at the studio, but the license agreement has reached its conclusion, and so the product line must do the same.

Android: Netrunner has been a joy to work on, and it has been equally fun watching the tremendous following that the game has garnered throughout the years. I am extremely grateful for everyone who contributed to the game’s success. From Richard Garfield, to the developers, to the artists and art directors, to the Organized Play team, and everyone in between, Android: Netrunner got a lot of love and attention from a lot of talented and passionate people here at the studio and at Asmodee. I am extremely proud of the product line from start to finish.

But no amount of passion from us could, in and of itself, make the game a success. We owe all of that to the fans—players, retailers, tournament organizers, podcasters, and video content creators—whose love of the game surpassed all of our expectations. Thank you so, so much for making Android: Netrunner a part of your lives and for your support along the way. Thank you!

I hope that you continue to enjoy Android: Netrunner for many years to come. Just because we won’t be printing it anymore doesn’t suddenly turn it into a game that’s not worth playing. It’s an excellent game. About twenty years ago the Netrunner CCG was discontinued—after a much shorter run than the LCG enjoyed—and fans continued to play that version of the game for years without any official support from its publisher. Their patience and dedication were eventually rewarded by the resurrection of the game they loved. Personally, I hold out hope that one day Netrunner will return, and that our part in its history will be regarded as a significant chapter of its much longer journey.

Until then, always be running.

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State of the LCG

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Published 8 June 2018 |Legend of the Five Rings LCG

State of the LCG

A Closer Look at FFG’s Living Card Games

Today, we announced the conclusion of Android: Netrunner The Card Game, which you can read more about here. At the same time, we wanted to give the players of our other Living Card Games® some more perspective and insight into the future of their own favorite games! To that end, we invited Nate French to pull together some interviews with the game developers…

Nate French on the State of the LCG

As you might guess, the unfortunate news about the Netrunner license hit the card game team pretty hard. Android: Netrunner was one of our top games for many years and was extremely popular around the office. It’s a game that will be sorely missed.

At the same time, we’re very aware that this kind of announcement sends ripples throughout all of our LCG communities, and that members of those communities might have questions or anxieties about what might be in the future for those games. Because information and perspective is almost always healthier than rampant speculation, I spoke with FFG Head of Studio Andrew Navaro and Card Game Manager Mercedes Opheim, as well as the various developers of our LCGs, and put together the following report on the state of the LCG.

I’ll start with some big picture perspective from Andrew and Mercedes and follow by focusing on each of our LCGs in a talk with its developer(s)!

Big Picture with Andrew Navaro and Mercedes Opheim

Q: What do you like best about LCGs? Or, put another way, what does the LCG model mean to you?

Andrew: The obvious answer is that there’s no “chase” in an LCG. People can find the cards they need for their collection, at any time. The less obvious answer is our LCG communities. They’re friendly, welcoming, and really stand out in the gaming world.

Mercedes: I love the idea of a game that grows and evolves on a regular basis. People know exactly what they’re purchasing with each new product, and they have choice about whether or not they want to pick up those cards. I’m also a fan of how every game brings something different to the table. Each one holds its own unique place in our catalog.

Q: Recently, there have been a number of new LCG initiatives—things like the A Game of Thrones: The Card Game intro decks, new product types for Arkham Horror: The Card Game and Legend of the Five Rings: The Card Game, a new release strategy for Legend of the Five Rings, and new rulebooks for The Lord of the Rings: The Card Game. Is there an overarching goal or strategy behind these changes?

Mercedes: I think we’re moving away from a cookie-cutter structure and trying to find ways for each game to develop and be treated as its own entity, rather than in the “standard” way for the LCG format.

Andrew: Yes, exactly. We’re experimenting with some different approaches and embracing the idea that we treat each game as a unique experience, rather than taking a one-size-fits-all approach with product types, release schedule, and presentation, as we might have done in the past. This isn’t to say that if something works well for one game, and seems to be a natural fit for another, that we wouldn't see that kind of cross-over. It just means that there are more options on the table for each game, and we’re not going to limit those possibilities.

Q: Why did you choose to use the “six packs, six weeks” format for Legend of the Five Rings: The Card Game and what are the benefits of this format?

Andrew: The six packs, six weeks idea was about turning the release of a new LCG cycle into an event. It’s exciting when a new cycle is announced, but it’s challenging, in the case of our competitive LCGs, to maintain that excitement eight or nine months down the road when you’re waiting for that sixth pack to be released. Changing the release of a cycle from a slow burn to a six-week extravaganza of unbridled enthusiasm seemed like something worth trying out.

As for the benefits of the pattern, one of the criticisms I’ve heard levied against monthly LCG packs for our competitive LCGs is that if you’re a player devoted to a single faction, there’s not a ton of content for you in a single LCG pack. We saw the potential for this to be exacerbated in Legend of the Five Rings: The Card Game, given how strongly players identify with their favorite clan. Now, at the end of six weeks, you have an entire cycle of content to play with, as opposed to having to wait six months to build that deck you’ve been dreaming about.

Lastly, having the packs release closer together allows the themes of the cycle to flourish in the metagame right away. The developers do a great job of creating cohesive cycles that feel great thematically and mechanically, but with the six-month release model, it can feel like it takes too long for those themes and mechanics to really sing. Getting the cards into players’ hands quickly gives them more time to experiment with everything the cycle has to offer before the next cycle drops.

Q: What are you most excited about for LCGs in the upcoming year?

Andrew: Seeing the impact of some of the changes discussed earlier and continuing to experiment with new product types and initiatives. There are a few other items in the pipeline that haven’t been announced yet that are going to make a pretty big splash.

Q: What are the biggest challenges facing LCGs?

Andrew: I think this applies more to our competitive LCGs than our cooperative ones, but simply getting enough cards out at the right frequency to keep the meta evolving and healthy and engaging, and keeping people connected, is vital.

Mercedes: Building and maintaining trust. This manifests in a variety of ways, such as: establishing strong lines of communication, proactively managing our metagames and striving to keep them fresh, and doing all that we can to manage release gaps that occur when we face obstacles outside of our control. It is always our mission to grow and improve, because our players are the reason we're here.

Q: How do you see LCGs evolving in the future?

Mercedes: We might already be seeing a glimpse of an evolution with the digital version of The Lord of the Rings: The Card Game already in development and moving toward early access. This opens up a vast new frontier for one of these games, and it’s been exciting to watch.

Q: Pie in the sky, unlimited resources: if you could do one thing to make the LCG experience better for our fans, what would it be?

Andrew: Infinite resources?! There’d be a never-ending pipeline of new content, a constantly evolving and engaging metagame, and huge teams of developers finetuning the experience to make sure it’s perfect. In the real world, we work with what we have to get as close to that ideal as possible.

Mercedes: In the predominantly male LCG environment, sometimes being one of the only females can make you feel awkward or even intimidated (especially in competitive games). I know from personal experience that there’s so much our LCGs have to offer everyone, and I’d personally like to find a way to make them more accessible and to foster a welcoming environment for female players.

Legend of the Five Rings: The Card Game with Brad Andres and Tyler Parrott

Q: What have been some of the most successful and exciting parts of the game in the past year?

Brad: The launch was awesome. We had great turnout at Gen Con and a very warm reception, and the Kotei events around the world have been very exciting.

I’m also happy with how the story is even now being impacted by player participation—you all have made some big decisions that have already had major impact behind the scenes, and I’m looking forward to some of those implications making themselves known.

Tyler: As Brad mentioned, it was a very successful launch, setting the stage for all that is to come. I also think that the way the role card choices played out at Worlds provided a strong showcase for the possibilities inherent in that system. We had players planning, negotiating, and strategizing what they wanted to do. There was a game being played around the game, and it really evoked the Rokugan setting in a unique way.

Q: What are you most excited about for in the year ahead?

Brad: I’m psyched for the release of the Elemental Cycle. This cycle was in development right around the time of the game’s launch, so it was the first time we were able to incorporate the reception of the entire player base into our design—which is huge. And yes, there is a nice boost for the Unicorn clan in this cycle.

I’m also excited about the multiplayer format and overseeing its transition from the beta version to a fully realized form.

Tyler: In broad terms, as I can’t yet go into too much detail about these items: the story is going to evolve in a very significant manner next year, and we’re going to see something that makes honor and dishonor matter far, far more while playing the game.

Q: What are the biggest challenges the game is currently facing?

Tyler: For me, it has to be the way that Unicorn is struggling at the tournament level. Fortunately, we’ve been taking steps to address this in development, and I foresee an exciting ascent for this clan—sooner rather than later. Mitigating the release gaps and finding ways to keep people engaged until the next new product is also a high priority.

Brad: I agree with Tyler—because of the importance of clan loyalty in this setting, it’s vital that we do whatever we can to ensure that every clan has a fun, thematic, and viable tournament build. We’ve been working to help Unicorn along, and the game will be much better for it.

Q: If you could do one thing to improve the game experience, what would it be?

Brad: I’d like to streamline the rules just a little bit. There are a few things that don’t seem completely necessary to me, that could probably be simplified. The templating on duels seems a little long as well, and that could probably be made more user-friendly.

Tyler: I think the role mechanic is an incredibly innovative experiment for a meta-driven game, and it works well within the theme that the LCG aims to explore. There were some other things about the roles that worked well, and some things that still need to be refined. I’d like to revisit a few things about this mechanic with Nate and Brad to make this feature even better.

Arkham Horror: The Card Game with Matthew Newman

Q: What has been most successful for the game in the past year?

Matthew: For me, it’s simply the way people are consuming and discussing the game, particularly regarding the monthly story packs. As these packs are released, I’ve noticed that people aren’t just discussing the cards and the mechanics, but the story itself: analyzing the most recent episode, speculating where it might go next, consuming it in a way that’s similar to how a TV or book series might be consumed.

Q: What are you most excited about for the year ahead?

Matthew: Well, the most obvious answer is the continuation of TheForgotten Age campaign—an all-new story about an expedition into wondrous new locations, featuring a string of lethal enemies and five new investigators. And people are ready for it! Then there’s Return to the Night of the Zealot. As an upgrade expansion, this is a new product type, and it adds a lot of replay value to the Core Set. Finally, our Gen Con and Arkham Nights scenarios offer an opportunity for the community to actively participate in the game’s future development. This is a big step for this type of process in this game, and if it goes well I’m hoping to do more in this vein in the future!

Q: What are the biggest challenges the game is currently facing?

Matthew: There are currently a few cards that are dominating on the player side, things like Higher Education (Blood on the Altar, 187), Rex Murphy (The Dunwich Legacy, 2), and Key of Ys (Dim Carcosa, 315). Figuring out a means to manage the metagame is high on my list of priorities.

Q: If you could do one thing to improve the game experience, what would it be?

Matthew: I’d just like to get more content out, and faster!

A Game of Thrones: The Card Game with Daniel Schaefer

Q: What has been most successful for the game in the past year?

Daniel: I think the Flight of Crows cycle of Chapter Packs has been the highlight of the past year. This set was well-received and really shook up the meta. The House with the Red Door (Journey to Oldtown, 39) agenda introduced some new types of decks to the meta, and Valar Dohaeris (The Archmaester’s Key, 20) provided a new reset plot that dramatically changed the way people evaluate a board state.

Q: What are you most excited about for the year ahead?

Daniel: There are two items I’m really looking forward to:

The first is the intro decks. With one for each faction, these will be a great way for new players to get started, or for casual players to get a little more involved with the game. They should also be a powerful tool for more experienced players to use while introducing the game to their friends.

Second, we have the return of shadows. This is the biggest and most impactful new mechanic we have added to second edition, and it adds a rich new dimension to the game, both thematically and mechanically. Shadows is often-cited as a fan-favorite mechanic of first edition players, and its introduction offers up some strong nostalgia for those players, while also providing a new set of experiences for players who only know the game’s second edition.

Q: What are the biggest challenges the game is currently facing?

Daniel: Right now, I think it’s finding the best way to use the tools we have to balance the meta and keep the environment healthy. We’re working our way through this challenge with the restricted list, and other initiatives—like the rookery—could be helpful as well.

Q: If you could do one thing to improve the game experience, what would it be?

Daniel: I feel that the game’s rotation policy was established during the first edition days and was kind of grandfathered in for second edition. I’d like to re-evaluate these policies, and make sure we have a plan in place that will do the most to keep the second edition metagame alive and engaging.

The Lord of the Rings: The Card Game with Caleb Grace

Q: What has been most successful for the game in the past year?

Caleb: Completing the saga expansion series with The Mountain of Fire was a major accomplishment. Players can now play through the entire story from start to finish. It’s been particularly rewarding seeing how people deal with The One Ring at the end, as we’ve been building up to this epic moment for years!

Q: What are you most excited about for the year ahead?

Caleb: There’s quite a bit to look forward to in this next year.

First, we have the Gen Con and Fellowship event scenarios, which introduce a completely new format for playing the game. I had a blast working on these products and the playtesters loved it, so we can’t wait until it’s out and available for everyone to try.

Second, the progress that’s being made with the digital version of the game. Seeing the game we know so well evolving into something new is fascinating, and I’m glad to have been a part of that process.

Finally, the next deluxe expansion, TheWilds of Rhovanion, is nearly here! With this and the following cycle, there are a few things that fans have been clamoring to see for a while that we’ve been holding back on, and there’s a good chance you might see some of those things here!

Q: What are the biggest challenges the game is currently facing?

Caleb: Bandwidth is certainly challenging—trying to keep up with the demand for new content and experiences is a nonstop focus. It helps that I’m surrounded by a team of people who are always willing to assist.

It’s also challenging trying to space out the characters that people really want to see. Rather than get them all out at once, we’ve had to consciously hold some back, so that there is always something to anticipate and look forward to. It’s not always the easiest thing to navigate—who to include, and more specifically, when to include them.

Q: If you could do one thing to improve the game experience, what would it be?

Caleb: Campaign play has been very successful and well-received with the saga expansions. Lately I’ve been thinking quite a bit about how we might be able to do more with that idea.

___________________________________________________________________________________________________________

Nate here, again. For me, the big takeaway from all of these conversations was the idea that each LCG is now, more than ever before, being handled as its own unique entity. From my perspective—having worked on each of these games at various times throughout my career—that is a powerful development, and one that will allow each game’s team to take it to a unique and engaging place, without being bound by the conventions of “that’s the way we always do things.”

I hope you’ve enjoyed this State of the LCG article and found it informative. Moving forward, I’m hoping to make similar “State of…” articles a regular part of the Designer Journal series.

Until next time… Happy Shuffling!

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Symbol of the Rebellion

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Published 11 June 2018 |X-Wing Second Edition

Symbol of the Rebellion

Preview the T-65 X-Wing Expansion Pack for X-Wing Second Edition

“I’ll take the leader.
   –Wedge Antilles, Star Wars: Return of the Jedi

No starfighter is as ubiquitous in Rebel squadrons as the T-65 X-wing. With its astromech droid finely balancing its firepower, shielding, and maneuverability, the T-65 is capable of taking part in almost any Rebel operation. As a result, the ship is a fixture in the space battles of the Galactic Civil War, becoming an indelible symbol of the Rebellion itself. When X-Wing™ Second Edition  launches later this year, you’ll have the chance to launch your own group of T-65 X-wings into the next evolution of space combat with both the Core Set and the T-65 X-Wing Expansion Pack.

Order your own copy of the T-65 X-Wing Expansion Pack at your local retailer or online through our website today!

The T-65 X-Wing Expansion Pack contains a fully-assembled, beautifully painted miniature featuring moveable S-foils that can easily transition between closed and attack positions. Additionally, the expansion also includes the tokens, cards, and maneuver dial you need to incorporate another T-65 X-wing into your squadron.

Veteran players can bring their existing T-65 X-wings and other ships from the first edition into X-Wing Second Edition with the ship tokens, cards, and maneuver dials included in the Conversion Kits available at launch. New players, on the other hand, can grow their collection with the six ship expansions launching alongside the T-65 X-wing Expansion Pack and the Core Set. All of the ship and upgrade cards contained in the T-65 X-wing Expansion Pack will also be present in the Rebel Alliance Conversion Kit.

Fight for Freedom

The T-65 X-wing was a mainstay in Rebel squadrons during the Galactic Civil War, and for good reason. These starfighters played an integral role in the destruction of both Death Stars, their pilots bravely taking part in both missions despite the long odds. With a strong list of available actions and a wide range of options for upgrades, the T-65 is a great all-around fighter capable of playing many roles within your squadron.

In our announcement, we already revealed that the Servomotor S-foils upgrade unlocked new possibilities for the T-65 depending on whether its S-foils are open or closed, giving you access to more actions and deepening the ships’ tactical flexibility. Additionally, when we previewed the refinements to movement made in X-Wing Second Edition, we discussed how the T-65 was more maneuverable than ever with the addition of speed-three Tallon Rolls.

But these aren’t the only tweaks made to the T-65 for X-Wing Second Edition. The ship is now a bit heartier, with four total hull. It’s also a bit more maneuverable, with the barrel roll added to its action bar. The result is a powerful fighter that will take a concerted effort to bring down.

Beyond these upgrades, though, the T-65 X-wing can fill a much different role on your squad depending on who's flying it. Fortunately, it's the ship of choice of some of the Rebellion’s best pilots, including the legendary Wedge Antilles. As an ace starfighter pilot, Wedge’s initiative value of six means he’ll fire before everyone except pilots aided by the power of the Force. When he does shoot, he can zero in on his target with uncanny accuracy, forcing the defender to roll one fewer defense die.     

But even a pilot as good as Wedge Antilles needs wingmen to support him, and the other members of Red Squadron can give him the help he needs. Garven Dreis, for example, can send Wedge a focus token that could be used to modify his defense dice and fend off an incoming attack. Better yet, Biggs Darklighter can draw enemy fire, soaking up damage to cancel attack dice intended for another ship. You can also choose to make Biggs Selfless, giving him the ability to suffer both one normal and one critical damage result in place of a friendly ship during a single attack.

Looking outside of Red Squadron, X-Wing Second Edition sees the introduction of a brand new T-65 pilot. Known for being an ARC-170 pilot in the first edition, Thane Kyrell seamlessly makes the transition to the Rebellion’s signature starfighter. While he’s launching an attack with his T-65 X-wing, Kyrell can sacrifice one of his non-blank dice results to look at the defender’s facedown damage cards and expose one of them. Spending this result could be well worth it if he flips a Structural Damage card, for example, forcing the defender to roll one fewer defense die. Kyrell could also enhance his attack with critical damage by opening up a Hull Breach, potentially adding even more faceup damage cards to the defender without even rolling critical damage. Finally, if one of the facedown damage cards happens to be a Direct Hit!, he could just finish off an enemy ship right there.


Thane Kyrell spends a focus result to expose the TIE fighter's Direct Hit! damage card, adding another damage and causing it to be destroyed!

In addition to a diverse array of pilots to choose from, the T-65 also features a number of upgrade slots that can be used to further customize the ship. Astromech droids, of course, are some of the most versatile upgrades in the game, providing benefits ranging from shield recovery to enhancing a ship’s target locks. A droid like an R4 Astromech adds navigational assistance to this list. When installed on a T-65, even speed-two turns become blue, allowing you to both perform pinpoint maneuvers and remove stress.

Beyond astromechs, T-65 X-wings are also famous for using torpedoes during the battle of Yavin. There are more options for you to explore beyond the standard proton torpedoes, however. You could easily add some Ion Torpedoes and pepper an enemy ship with ion tokens. If you add enough of these ion tokens, you’ll make that ship a ripe target for the next round by forcing it into a speed-one straight maneuver.

Lead Your Rebellion

If the Rebel Alliance is planning a combat operation, the T-65 X-wing is sure to be there, bringing with it the hope of the Rebellion. Get to your ships, take to the skies, and start your own rebellion!

The T-65 X-wing Expansion Pack (SWZ12) is launching alongside the X-Wing Second Edition Core Set on September 13th, 2018. Pre-order your copy at your local retailer or online through our website today!

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Music of Dragons

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Published 11 June 2018 |A Game of Thrones: The Card Game

Music of Dragons

Announcing the Fourth Chapter Pack in the Dance of Shadows Cycle

“It were the black one,” the man said, in a Ghiscari growl, “the winged shadow. He come down from the sky and… and…”
No. Dany shivered. No, no, oh no.
“Those are no sheep bones.”
  –George R.R. Martin, A Dance With Dragons

Order your own copy of Music of Dragons at your local retailer or online through our website today!

The long summer has drawn to an end in Westeros. The creeping shadows extend their reach and those who thrive in darkness formulate plots that will change the course of the entire world. In Essos, Daenerys Targaryen struggles to secure her position as the queen of Meereen, as assassins plot her downfall and a deadly plague runs rampant through the streets. In King’s Landing, the Faith of the Seven continues to gain popularity and power. In the North, Jon Snow is constantly met with resistance as he attempts to perform his new duties as the Lord Commander of the Night’s Watch. When the darkness descends, who will rise and who will fall?

Fantasy Flight Games is pleased to announce Music of Dragons, the fourth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game, now available for pre-order at your local retailer or online through our website!

Cloak and Dagger

Following the War of the Five Kings, Westeros is in shambles. The few players in the game of thrones must strike now if they wish to win the Iron Throne. To ready your assault, this Chapter Pack offers three copies each of twenty unique cards to strengthen your decks and increase variety in the A Game of Thrones: The Card Game metagame as the story moves deeper into the pages of A Dance with Dragons.

Continuing the themes begun in The Shadow City, Music of Dragons offers a variety of cards that feature the shadow keyword as it makes its resurgence in the game. This new keyword encourages you to embrace the intrigues of A Song of Ice and Fire by creating a new, separate area for you to stow your most treacherous cards, keeping them protected from card effects and intrigue claims that may target your hand. For the small fee of two gold, you can marshal a shadow card facedown into shadows, keeping it at the ready until the time comes for you to reveal your schemes by paying the card’s shadow (X) cost.

But in the Dance of Shadows cycle, treacherous plotting goes beyond the cards that directly bear this new keyword. In Music of Dragons you will also find cards designed to interact with the shadow keyword. For example, Clever Feint (Music of Dragons, 70) allows you to kneel your faction card to choose any number of shadow cards you control and return them to the shadow area. While your opponent may know what awaits in your shadow area, they will still find it difficult to target these cards directly until you choose to bring them to light once again. This can further be used in deadly combination with cards that take effect when they come out of shadows, such as Catspaw (The March on Winterfell, 49) or Ser Robert Strong (The Shadow City, 10) as you dart forward, strike, and then retreat before your enemy can return the blow.

Full of Fear and Rage

While in the capital city, deadly intrigues and shadowplay may be commonplace, in the farthest reaches of the realm, strength of arms is the only language understood. Music of Dragons is filled with fell beasts—creatures that cannot be controlled. As the people of Westeros have become more vicious and violent in order to survive, so have the animals that surround them. In the North, Shaggydog (Music of Dragons, 62) makes his first appearance since his original version (Wolves of the North, 14) in the Wolves of the North deluxe expansion. Once, Shaggydog was only able to lend strength to the Stark child bonded to him. Now, he is able to fight alongside any Stark character you control, and you can even pay a gold to send Shaggydog sprinting to another character's side in the middle of a challenge—daring your opponent to oppose. Still the most savage of the litter, after you win a challenge with Shaggy at your side, your opponent must choose and kill a defending character.

But the Direwolf is not the only legendary creature to return to A Game of Thrones: The Card Game in this pack. Rhaegal (Music of Dragons, 73) has grown from his hatchling form (Core Set, 164) to become more dangerous than his brothers, increasing in both size and ferocity. The Dragon has become stronger, increasing his STR to four and gaining the ambush keyword. The bloodthirsty creature also features a powerful new Reaction, which states that after an opponent’s character is killed by a card effect, such as Consuming Flames (Journey to Oldtown, 34) or Dracarys! (Core Set, 176), Rhaegal stands, ready to lay waste to your enemy’s board. You can even use this ability to play two copies of Dracarys!, kneeling Rhaegal to pay the cost each time. But with the glorious power of a dragon comes a great deal of risk. You must be ready to ask yourself, how dangerous can a beast become before it must be contained?

Unleash the Darkness

As the sun’s light fades on Westeros, you cannot stand by and allow your House to suffer the same fate. Feed the fire of your ambition and claim the Iron Throne in your name!

Pre-order your copy of Music of Dragons (GT34) at your local retailer today or on the Fantasy Flight Games website here!

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Honor and Steel

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Published 11 June 2018 |Legend of the Five Rings RPG

Honor and Steel

Announcing the Legend of the Five Rings Roleplaying Game Core Rulebook

Order your own copy of the Legend of the Five Rings Core Rulebook at your local retailer or online through our website today!

In the land of Rokugan, the Emerald Empire has lasted for a thousand years. Under the guidance of the noble Hantei emperors, the samurai of the Great Clans have protected the lands from threats within and without, since the Kami came down from the heavens and established Rokugan as the most favored of kingdoms.

But after centuries of prosperity, cracks appear in the Empire’s foundations. The spirits of the land have become restless and wild. Armies of evil horrors march from the Shadowlands. Members of the Great Clans have begun to wonder if the time of the Hantei is over, and whether the heavens would favor new rulers…

As a samurai of the Emerald Empire, your duty lies in service to your lord, your clan, and your Emperor. Will you stay true to your duty, no matter what sacrifices it demands of you? Or will you hold true to your own code of honor, even to the point of death?

Fantasy Flight Games is proud to announce the Legend of the Five Rings Roleplaying Core Rulebook for the Legend of the Five Rings Roleplaying Game!

At 336 stunning, full-color pages, the Legend of the Five Rings Roleplaying Core Rulebook allows Game Masters and players alike to enter the world of Rokugan like never before. The Core Rulebook is the next step after the Legend of the Five Rings Roleplaying Beginner Game, and offers players new and deeper ways to customize their characters and craft their own adventures in the Emerald Empire.

Craft Your Story

The first section of the Legend of the Five Rings Roleplaying Core Rulebook is dedicated to character creation, giving players the tools they need to craft their own samurai in the world of Rokugan. Rather than using pre-made characters, as in the Legend of the Five Rings Roleplaying Beginner Game, the Core Rulebook gives you everything you might want to invent your own characters, weaving yourself seamlessly into the Emerald Empire.

Since the very first edition of the game in 1997, the Game of 20 Questions has helped Legend of the Five Rings players establish a complete and complex character in the world of Rokugan, and this process returns in the new version of the RPG.  

By working through twenty questions about your character that ask everything from your character’s clan alignment to their heritage, players are able to establish their characters both thematically and mechanically in a simple way. Answers to questions like “What is your character’s school, and what role does that school fall into?” will help determine your starting skills and their ranks, as well as having mechanical implications. Meanwhile, questions like “How should your character die?” have no mechanical  purpose, but serve as a powerful impetus to flesh out your samurai and develop your story.

In addition to the massive number of schools, advantages, and disadvantages included in the Game of 20 Questions, you'll find entire chapters devoted to the skills that you can hone and perfect as a samurai, alongside the kata, kihō, invocations, rituals, shūji, mahō, and ninjitsu techniques that you can master. Finally, a chapter on Equipment gives you everything that you need to equip your samurai with the weapons, armor, items, and other personal effects that he or she needs to thrive in Rokugan.

Once your character is created, the world is yours to explore. The book contains several chapters designed for the benefit of the Game Master, featuring advice on running a game in the world of Rokugan, including different ways to run a campaign, as well as a wealth of mechanical rules and non-player characters that can be used to populate your world and bring it to life.

While the Beginner Game contains the rules you need to roleplay in a pre-made adventure, the Core Rulebook provides a more in-depth explanation of these rules and lets you truly make the Emerald Empire your own. Furthermore, as your samurai grows throughout a campaign, the Core Rulebook's experience paths invite you to upgrade your samurai throughout their adventures in Rokugan, growing in experience and learning new skills and techniques.

A Samurai’s Tools

Launching alongside the Legend of the Five Rings Roleplaying Core Rulebook are two different products designed to enhance your roleplaying game experience!

Legend of the Five Rings Roleplaying uses a set of custom dice to determine the success, failure, strife, and narrative opportunities generated by every test. (We'll take a much closer look at how you can use these dice in practice in future Legend of the Five Rings Roleplaying previews!) You can claim your own set of these dice with the Legend of the Five Rings Roleplaying Dice Pack—this pack contains ten custom dice, five black and five white. The Legend of the Five Rings Roleplaying Dice Pack will launch alongside the Core Rulebook in the third quarter of 2018. The dice are also available through our Legend of the Five Rings Dice App on Apple and the Google Play Store!

Launching alongside the Core Rulebook and the Dice Pack is an indispensable tool for Game Masters: the Legend of the Five Rings Roleplaying Game Master's Kit.

The centerpiece of the Game Master's Kit is the GM screen. One side features beautiful art of the world of Rokugan, while the other side of the GM Screen is filled with rules reminders and tables. This allows the Game Master to keep notes and skill checks hidden if they desire, but also features helpful rule reminders and charts right at their fingertips—such as an index of commonly referenced rules, steps to making a check, examples of spending opportunity, and more. Every table, chart, and reminder also features the page in the Core Rulebook from which it is referenced, giving GMs a simple way to check a rule with an option for a more in-depth explanation.

The Legend of the Five Rings Roleplaying Game Master's Kit also provides a perfect beginning adventure for players, inviting them to take their first steps into Rokugan. “Dark Tides” sends players to the mysterious and obscure town of Taimana Choryū, and the entire adventure is designed to challenge characters socially and emotionally, as well as with action and detective work. What secrets await in the Slow Tide Harbor?

Keep the world of Rokugan at your fingertips with the Legend of the Five Rings Roleplaying Game Master's Kit and Dice Pack!

A New Beginning

The world of Rokugan is at your fingertips with the Legend of the Five Rings Roleplaying Game. Experience Rokugan with help from the Beginner Game, or choose to go all in with the Core Rulebook, Dice Pack, and Game Master's Kit!

Become a samurai of Rokugan with theLegend of the Five Rings Roleplaying Core Rulebook (L5R02), theLegend of the Five Rings Roleplaying Dice Pack (LR503), and theLegend of the Five Rings Roleplaying Game Master's Kit (L5R05), available now for pre-order from your local retailer or our website!

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Lothal Wastes Skirmish Map

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Published 12 June 2018 |Fantasy Flight Supply

Lothal Wastes Skirmish Map

Announcing a New Skirmish Map for Imperial Assault

"I remember what it was like before your ships showed up, before you Imperials ruined Lothal like the rest of the galaxy."
   –Yoffar, Star Wars: Rebels

Lothal, once a beacon of beauty in the galaxy, has replaced its natural beauty with industrialization. The Empire has mined its resources for its own nefarious purposes. What was once an environmentally rich planet has been corrupted and twisted by the Galactic Empire. Lush green plains have become a wasteland… and the site of your next battle.

Fantasy Flight Games is proud to announce the Lothal Wastes Skirmish Map for Imperial Assault, now available for pre-order at your local retailer!

A New Battlefield

The Lothal Wastes Skirmish Map for Imperial Assault is a 26” by 26” slip-resistant mat for use with your skirmish battles. Not only does the mat provide easy setup for your intense head-to-head games, it keeps them organized, neat, and mobile. Setting up the Lothal Wastes map now only takes the second that you need to unroll your mat.

Once your match begins, you’ll soon find that the spacious borders around the map give you plenty of room to place your Deployment cards, Command deck, and tokens, while still keeping them out of the way of the action. The map even comes with its two Skirmish cards, giving you all the information you need for your battles at the tip of your fingers, whether you're diving right into the action, or controlling areas of immeasurable power.

With powerful, thematic art of a death trooper and a grizzled clone warrior drawing you into the Star Wars universe, this skirmish map is the perfect site for your next battles.

The Wastes

Whether you’re preparing for a tournament or just competing against some friends, the Lothal Wastes Skirmish Map keeps your games of Imperial Assault tidy, organized, and neat. Keep all your tools at your fingertips and dive right into the action of Imperial Assault!

Explore the wastes with the Lothal Wastes Skirmish Map (SWI60) for Imperial Assault, available now for pre-order from your local retailer!

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The Way of the Rebel

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Published 12 June 2018 |Star Wars: Destiny

The Way of the Rebel

Preview the Star Wars: Rebels Characters in Way of the Force

 "You can keep the lightsaber you stole, let it become just another dusty souvenir, or you can give it back and come with us—come with me, and be trained in the ways of the Force. You can learn what it truly means to be a Jedi."
   –Kanan Jarrus, Star Wars: Rebels

Order your own Way of the Force Booster Packs at your local retailer or online through our website today!

Before disparate cells of resistance came together to form a Rebel Alliance, a thief from Lothal and a small crew took on an unscrupulous governor and the might of the Galactic Empire. Through trials and tribulations, this crew—Phoenix Squadron—would help lay the foundations for the destruction of Emperor Palpatine's regime and the return of hope to the galaxy.  

Join us today as we preview the Star Wars: Rebels cards joining the field in Way of the Force, a new set of booster packs for Star Wars™: Destiny! Way of the Force brings exciting changes to the epic card and dice game, re-introducing iconic new characters alongside the equipment, vehicles, and tactics that make them truly special.

A Legacy of Rebellion

While Ezra Bridger began his journey as a simple thief, destiny had bigger plans for him. Crossing paths with Kanan Jarrus, Ezra slowly began to learn the ways of the Jedi with the former Padawan. This is reflected in Ezra’s journey through Star Wars: Destiny: he was introduced as a Force-Sensitive Thief (Empire at War, 38) in Empire at War, and joins Way of the Force as an Aspiring Jedi (Way of the Force, 54).

Costing eight points for a normal version or eleven for an elite, the new version of Ezra is slightly more expensive than his Empire at War variant, but he grants you the powerful ability to draw cards with a Power Action. While Ezra has one or more upgrades on him, you may draw a card. Or, if he has three or more upgrades on him, you may draw two cards! This encourages you to load up Ezra with weapons and abilities and refill your hand through his Power Action. You could even form a team with Luke Skywalker (Way of the Force, 56) and Built to Last (Way of the Force, 115) with the express purpose of loading Ezra up with unique Blue upgrades.

Ezra gets his own unique upgrade in Way of the Force. An important part of Jedi training is constructing your lightsaber, and Ezra's journey is no different. Like all lightsabers in Star Wars: Destiny, Ezra Bridger’s weapon is extremely damaging, no matter who fights with it. However, it gains a bonus if it is wielded by its true owner.

The special symbol on this card deals two damage to an opponent’s character, but a thief never forgets their roots, and if Ezra Bridger is the one fighting with this lightsaber, your opponent also loses a resource. This makes Ezra Bridger’s Lightsaber one of the most versatile lightsabers in the game, and with redeploy, it can be present for the entire game.

Ezra Bridger has much to learn, and with a variety of Blue upgrades, there is no shortage of ways to customize him. With special training, he can even go beyond the traditional limit of three upgrades on any one character. Honed Skills (Way of the Force, 116) lets you place an additional upgrade on each of your characters, inviting you to build a deck focused on putting as many upgrades as possible on your characters. Once your characters are equipped with an appropriate number of upgrades, you may use Loth-Wolf Bond (Way of the Force, 59) to give them all one shield before activating them in an order of your choice, forcing your opponent to stare down a field of character and upgrade dice they may not have enough answers for.

As you can see, Ezra Bridger is more than just a thief, and Way of the Force examinesthe next steps on his path to becoming a Jedi. 

An Iron Fist

Of course, what led Ezra on this path is the utter devastation of his home planet, Lothal. Once a planet populated with breathtaking views and abundant wildlife, Lothal has transformed. Now a center of industry in the Outer Rim, the Empire has robbed Lothal of its beauty.

With the backing of the Imperial Fleet, Arihnda Pryce (Way of the Force, 18) rules as the Governor of Lothal, and she has the resources to crush any that dare to stand against the Empire. Staying completely in control, Arihnda Pryce has two special symbols on her die that allow you to turn one of your dice to any side. Then, if you control the battlefield, you can immediately resolve that die, increasing its value by one! At ten points for a normal version or thirteen for an elite, Governor Pryce can support her associate Thrawn (Empire at War, 4), manipulating dice and enhancing them when the situation calls for it. While her comrades like Thrawn are practitioners of the Art of War (Way of the Force, 22), Pryce has never been one to care for art, and she has access to more straightforward means of destruction.

Planetary Bombardment (Way of the Force, 33) is a massive, six-cost support, tying it with the AT-ST (Awakenings, 5) as the most expensive support in the game, but the price is well worth it. Not only does the massive support deal indirect damage equal to the number of vehicles you spot when it enters the field, it has some of the highest damage output in the game. If you manage to roll Governor Pryce’s special while you control the battlefield and Planetary Bombardment, you can deal a massive eight indirect damage to an opponent. Even if you can't manipulate the die roll, Planetary Bombardment is likely to deal serious damage to your opponent through damage or disruption. 

Though this damage is massive, it is an expensive proposition. Luckily, Testing Procedure (Way of the Force, 27) introduces a way to focus on supports while gaining back some of your resources. This zero-cost event activates two of your supports, then grants you a resource if any of those dice rolled damage! This resource can fuel your Planetary Bombardment and other heavy-hiting supports to deal even more damage to your opponent.

Witht the full backing of the Imperial Navy, there is little stopping Governor Pryce from crushing the Rebellion before it even truly begins.

Loth-Cat and Mouse

Before balance returned to the galaxy, Ezra Bridger and Kanan Jarrus kept the Jedi legacy alive. While fighting for liberation from a Galactic Empire, Ezra grew from a crafty thief to a hero of a burgeoning rebellion. But his journey has not been without opposition: Governor Pryce and the might of the Galactic Empire bears down on these rebels every day. Which side will you aid?

Become a Rebel with Way of the Force (SWD12), a new set of boosters for Star Wars: Destiny, available now for pre-order from your local retailer or our website!

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